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Re: 128 player tests: Feedback and Observations
Posted: 2011-04-28 08:19
by cyberzomby
FullMetalMonkey wrote:But continually trying to run people over though? Is that allowed? I reckon if given the chance he would have run the entire squad over.
I know a couple of servers which disallow continual kills via running people over, is the 128 Test Server the same?
Its not allowed but VERY hard to track down...
EDIT:
Mahi: I loved the few times I was on Qwai with 120 players. You get like frontlines opposing each other when you have 2 flags that are near each other.
Re: 128 player tests: Feedback and Observations
Posted: 2011-04-28 13:27
by Col.Sanders34
Sgt. Mahi wrote:Tried to squadlead this evening on qwai river.. THAT map is just not suited for 128 people.. It's just a spam fest IMO... Trying to squadlead on that map is the most frustrating thing I've tried in a long time

...
Trying the squadlead on any map on the server has been giving me migraines. Something about seeing 100+ players on the server list draws a high volume of noobs. The majority of the time i'll be kicking the constant flow of new comers for non responsive voip/mumble checks or repeatedly telling people to move to a mark or follow me.
The name tag bug is a big culprit since a lot of newer players don't use the map often and will simply follow the closest squadmate, resulting in 3 people on squadlead and 6 others 2 grids away because one person stopped and spotted a single enemy 200 km away. Some times they end up following the wrong squad or even lone-wolves and end up scattered all over the map. Other times ill have my squad move from a front but nub members will not realize because they dont listen or they just want kills and stay with the assaulting squads. Its very frustrating so ive all but given up on leading sqauds.
Re: 128 player tests: Feedback and Observations
Posted: 2011-04-28 13:48
by Drowsy gun
Playing on the 128 player server is one of the best experiences I've had in project reality. Yes 128 players makes the game a bit more chaotic but it's so much more fun. I am an infantryman. I despice being stuck in an apc for more than just trasnport. On normal 64 player servers the infantry job is a real hardship. Half the team goes to assets, choppers, vehicles, logistics etc. A fem players goes sniping or something else which most of the times is not really useful for the team. That leaves about 16 players for real infantry duty. If we're lucky atleast two of these 16 people will be good squad leaders. This is unfortunaly not the case. All too often the infantry organization is a mess, clans and friends playing may have a great time because the form a great squad but for the casual player it's incredibly boring. Whilst the armor drivees around in their fancy smancy apc's attacking and defending flags on 64 player maps becomes really difficult. The infantry becomes too spread out and if the enemy squad hits you first you are often too few defending to repell the first wave of attack.
On the 128 player server it's a whole other story. Because of the increased amount of team-members and squadmembers the probability of experienced squad leaders per squad increases. Which gives a great contribution to gaming experience. The relation between infantry and assets has also increased in infantrys favour. Fighting infantry is much more interesting than getting raped by the tank 2 km away in the deserts of kashan. Because of the increased infantry population the loss of some players to non capture work isn't that great. The value of one player decreases as the amount of players rise.
On the 128 player server there's also enough of infatry to both keep a solid defense and a good attacking force. Because of the increase of infantry, using tactics like flanking or attacking from several directions gets a whole new meaning. Before there hasn't been enough players around to use these tactics but as the playercount increases using these tactics will be easier.
Since the playercount has increased I also think that if we let the gameplay evolve we will see a great improvements in the importance of tactics and strategy. As an example from the server yesterday, on barracuda our commander ordered us (USMC) to hold the island up in the northeast instead of loosing tickets storming airstrip. We used it as a beachhead shipping troops, deploying mortars and fobs etc. We hold the island until we had a good ticket supperiority and then we attacked airstrip and finally won the game with 400-0. This is an example of how the gamingexperience can change because the increased number of troops allows for new tactics and strategies being used. The gameplay goes from encountering the enemy in skirmishes to trying to outsmart him.
Sure 128 player server has some flaws but it's still new and I believe that it has great potentials to improving the gaming experience.
I would like to sum up with this. In all honest action is what's most fun when playing. Increased amount of players increase the action going on. Which is truly awesome. Reality is ofcourse good, but defending a flag for half an hour without nothing happening isn't really fun.
http://www.theonion.com/video/ultrareal ... iti,14382/
// Drowsy
// Drowsy
Re: 128 player tests: Feedback and Observations
Posted: 2011-04-30 10:46
by Vista
When does the next test will be?
Re: 128 player tests: Feedback and Observations
Posted: 2011-04-30 11:00
by Lugi
There will be an event
https://www.realitymod.com/forum/f376-p ... unday.html and after that the server will come back online.
Re: 128 player tests: Feedback and Observations
Posted: 2011-04-30 11:02
by Vista
My thoughts:
The 128 player server is awsome....
Spawning on base, have the base swarmed with units, choppers waiting for us to get in....
Deploying on a 10 man squad and having aboslute teamwork....
But on that aspect, i think the squads should stay 6 man. Because 10 man is just too dificult to organize, the solution: more squads of 6 man,
And one problem that needs to be fixed:
-MORE SPECIAL KITS, I spawned with my squad and I couldnt get a SINGLE special kit....
There should be more transport units...Thats?s all
Oh and one more thing:
They are talking about the final installment of PR, and i heard that the next installment is 0.96
Isnt the final installment allways 1.0?
Re: 128 player tests: Feedback and Observations
Posted: 2011-04-30 11:25
by Lugi
Wtf a 256 player server? Whats the password?
Re: 128 player tests: Feedback and Observations
Posted: 2011-04-30 11:33
by killonsight95
vistamaster01 wrote:My thoughts:
The 128 player server is awsome....
Spawning on base, have the base swarmed with units, choppers waiting for us to get in....
Deploying on a 10 man squad and having aboslute teamwork....
But on that aspect, i think the squads should stay 6 man. Because 10 man is just too dificult to organize, the solution: more squads of 6 man,
And one problem that needs to be fixed:
-MORE SPECIAL KITS, I spawned with my squad and I couldnt get a SINGLE special kit....
There should be more transport units...Thats?s all
Oh and one more thing:
They are talking about the final installment of PR, and i heard that the next installment is 0.96
Isnt the final installment allways 1.0?
If you have more than 9 SQ's, the voip server breaks and won't work or the SQ's.
The next installment isbn't the last installment, also 1.0 won't be the last installment, it's a just a number.
Re: 128 player tests: Feedback and Observations
Posted: 2011-04-30 11:56
by Arc_Shielder
Drowsy gun wrote:
I would like to sum up with this. In all honest action is what's most fun when playing. Increased amount of players increase the action going on. Which is truly awesome. Reality is ofcourse good, but defending a flag for half an hour without nothing happening isn't really fun.
I agree with this. Returning to 64 proved to be a little hard to cope with, at least in a few maps that no longer seem fit to that size.
This might prove to be something new for some, considering how a strict defender I've been of room for tactical maneuvers. However, that is very much achievable with 120/128 players, especially in 4km maps. I honestly think that's the perfect balance (also a middle term when look at peoples opinions here) and anything over that is simply a little too much.
It seems to me that the server is finally stable with these numbers and squads organizational system are very much doable - I will trust the latter on the DEVs. I think the following step now should be fixing the nametag bug, no? Or what more is left to polish Soppa?
My sincere thanks for everyone that made this possible btw.
Re: 128 player tests: Feedback and Observations
Posted: 2011-04-30 12:48
by killonsight95
EDIT: got calculations wrong.
Re: 128 player tests: Feedback and Observations
Posted: 2011-04-30 13:02
by Brainlaag
killonsight95 wrote:If you have more than 9 SQ's, the voip server breaks and won't work or the SQ's.
I still don't understand what you are referring to, as I haven't encountered any such "bug" with even 17 players in a squad. Could you please explain that a little further, because if its just a small and rather rare bug, I would hazard the consequences gladly.
Re: 128 player tests: Feedback and Observations
Posted: 2011-04-30 13:22
by Agemman
It is not the amount of players in the squad he is referring to, it is that if we break the built-in limit of 9 squads we fuck up VOIP ingame.
Re: 128 player tests: Feedback and Observations
Posted: 2011-04-30 13:41
by Brainlaag
Agemman wrote:It is not the amount of players in the squad he is referring to, it is that if we break the built-in limit of 9 squads we fuck up VOIP ingame.
Do we give a shit about it yet? you serious, we are playing with like ~60 players and we worry about the limit of nine squads? There are more important problems to solve right now.
BTW I'm a **** for not reading kills sentence properly

Re: 128 player tests: Feedback and Observations
Posted: 2011-04-30 13:58
by rampo
Personally i could live with having a teamspeak channel for all the squads and using them in order to have more squads.
Might sorta suck with pubbing.
Re: 128 player tests: Feedback and Observations
Posted: 2011-04-30 14:04
by Pesticide
can we participate somehow in the private event ? or sign up somewhere
Re: 128 player tests: Feedback and Observations
Posted: 2011-04-30 14:06
by killonsight95
we could always arrange weekendly passworded events? and set-up a server with less SQ limitations etc. and designated commanders but.... we'll see.
Re: 128 player tests: Feedback and Observations
Posted: 2011-04-30 14:38
by Qadis
So can you guys increase the amount of points BLUFOR gets for destroying a cache ?
Re: 128 player tests: Feedback and Observations
Posted: 2011-04-30 15:05
by goguapsy
rampo wrote:Personally i could live with having a teamspeak channel for all the squads and using them in order to have more squads.
Why not Mumble (since most people have it - just force it with installation)?
Local is built-in! And it would be fairly easy to make Fireteams (ie. standard mumble channel: Team 1/Team 2: Sqds 1 through 9. Supposing there are 12 people per squad, FireTeam 1, FireTeam 2 and FireTeam 3.
Arrange it in a way that SL is able to talk to other SLs and his FT Leaders. Also, FT Leaders may communicate with SL and the rest of his fireteam (and the other FT leader). FT members may only communicate with FT leader (and fellow FT members).
Local works as normal.
Doable?
Re: 128 player tests: Feedback and Observations
Posted: 2011-04-30 16:36
by killonsight95
Qadis wrote:So can you guys increase the amount of points BLUFOR gets for destroying a cache ?
no.....
Re: 128 player tests: Feedback and Observations
Posted: 2011-04-30 18:06
by Qadis
killonsight95 wrote:no.....
Not possible to implement ?